Ace of Aces is an innovative 1-on-1 combat game that simulates a dogfight between WWI aircraft. Each player has a book with pictures of what they see out the cockpit of their airplane. Each player selects a maneuver (bank left, barrel roll, etc.) and tells their opponent a page number to turn to. This new page, when cross indexed with the maneuver made, gives the page number that shows the results of the chosen maneuver. The object of the game is to get your opponent in your sights and shoot them down.

There are advanced rules for fuel consumption as well as a campaign game.

The Flying Buffalo version of Ace of Aces mentions charts and a pilot log, but these were never included in the game. Here are some charts and pilot logs based on previous versions of the game that players can download and print. I've edited them to relate more closely to the Flying Buffalo rules, and I've resized them so that they fit the Flying Buffalo game box.
This is the reverse side of the charts leaflet. Follow the instructions in the description for Charts 1a and enjoy. Updated file.

Slipcase files
This set of downloads gives players instructions for making a replacement slipcase, including templates and a simple cover graphic for the earliest Ace of Aces game versions (the ones that came with no slipcase). Players may also use it to replace a lost or badly damaged slipcase for later versions.
Note that the cover art is my own design - a simple classic white featuring the Ace of Aces title - not the same as the art of the original game slipcases.
This first file contains the template for slipcase front, with assembly instructions. New version - made it a tiny bit taller.

Latest version - 2014-02-21.
House rules for a short 20 mission campaign using the Ace of Aces basic rules set.
These rules assume that players have a copy of all three of the two player WW1 Ace of Aces book sets, but players who have only one set can simply ignore the requirement to use the other books.

AOA-HRS is based on a hex field. This chart shows the change in facing and/or hex for each maneuver. It makes it easy to have battles with multiple planes per side using a hex map and miniatures.
The chart was derived by having one plane do a stall (which does not change a plane's position) and having the other plane do a maneuver.

This is a map of page numbers on to a hex grid; clean and readable. This was taken from the Wingleader books but I believe this applies to most of the other games in this series. The red numbers indicate a "tailing" position the green numbers indicate a "tailed" position. The letters identify the damage level delivered from that position.

I never carried around a die for the advanced rules to this game. I used a table like the one attached. The German and Allied players write/call-out a number 1-6 at the same time, and cross reference it on the table to get a 1d6 roll. This rock-paper-scissors approach fits inside the box with the rules.